Rhino is a defensive Red unit with potential for counterattack. It's part of the base set.
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Strategy
Rhino is the red resource basic blocker unit. It features a somewhat poor amount of blocking given its cost, 5 (gold and red) for 2 Health. In terms of raw blocking power, two Engineers provide 2 of defense for 2 given enough foresight. However, Rhino can absorb 1 point of damage, and has prompt, allowing a player to use their for immediate blocking purposes.
Rhino is unique among the basic defenders in that it also has some limited firepower. Since it has 2 Stamina, it can only attack twice before it is depleted (at which point you can safely discard it on defense).
Rhino is a very efficient unit if you are able to get full value from it (2 + 2). As such, you should try to set up a Rhino train, in which you buy Rhinos continuously over multiple turns, absorbing with their prompt on their first turn and then attacking twice before defending with the used up body. If you manage to keep attacking with the older Rhinos without losing the new ones (for instance covering for them with Forcefields), after 3 turns you get in a situation where the older Rhinos 'cover' the new ones until they are done attacking, giving you maximum value on all of them.
A warning to new players: The estimated Attack value shown during your turn also includes the Rhinos that are currently blocking. If your opponent has to sacrifice Rhinos in defense, they won't be attacking. The same advice also applies to Steelsplitters and pretty much any other blockers that can be used for attack power.
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